SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: jdee-barc on May 20, 2011, 06:18:05 PM

Title: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on May 20, 2011, 06:18:05 PM
For about a year, I've been working on a mod, about the closest thing that you can get to an era mod in SWBF1. Gametoast's login page won't let me login so i moved the mod here (just incase bamdur, gogo12/ginev, and others were wondering). and the mod has gone through many rerenovations since i last was on gametoast. Ladies and Gentlemen... I present to you,
----------------------------------------
Battlefront 1.5 "era" Mod (Still a work-in-progress, requires 1.2 patch)
What it introduces:
New "eras"
through some toying around with an addme script in an addon map, i have created new modes for playing on certain maps. Such as Hunt Modes, Duel Modes (jedi vs. Sith), TFU era modes, and more. This allows one to play the stock maps with the stock sides for multiplayer compatibility with those who do not posess the mod.

New Visual updates to stock sides and files
This is kind of like the BF2 1.3 patch in terms of visuals. It upgrades weapon and Unit models and skins to community made, BF2-made models, and some of my own skins. (still multiplayer compatible). Particle Effects all from BF2 and BF2 mods (like the flashing grenade effect)

New Worlds ported from BF2

Jedi Temple
Mygeeto
Mustafar
Utapau
Polis Massa
Felucia
Space Map by gogo12
Nighttime Theed (to replac/e regular theed)


Worlds from the modding community (either they have released the sources saying that we have to credit them, or have given me permission)
Majin revan's Mykyr
Jend07's Bespin Escape (instead of making an era for Bespin Cloud City)
Psych0fred's Geonosis: Chainisle (makes a great TFU map)
Gogo12's space map
Gogo12's Dantooine
Gogo12's Behind Enemy Lines (Geonosian Core Ship)
Gogo12's  Dxun Moon
Ok i can't list all of gogo12/ginev's maps because he gave me permission to use whichever ones i like

I'll also see if can get permission to use Rend's coruscant maps

New Sides that do not override the stock sides (because the stay in the addon folder)
For CW era I've tried to make a TCW Mod as close as possible for BF1. I can't use the real tcw models by Andeweget and Force Master and others, because they are too high quality to work properly on BF1 (they alwasy show lowrez), but i have made some TCW-like skins and phase 1 clone legions for the phase 1 troopers and added units like ARC Officer (an ARC version of the clone commando), Commander Cody in a phase 1 form, ARF scouts instead of regular clone snipers.

For the CIS in this case, i've included some very good units. The Tactical Droid, cut from BF1 before it was released (has a Flamethrower, Disguise Kit, Time Bomb, and Orbital Strikes), the BX Commando Droid, and others (and new heroes like OOM-9, Cad Bane, Durge, etc)


For the GCW era I have completely revamped the sides. I removed the Darktrooper (replaced with Imperial Assassin, like a clone assassin), and put the Wookiee so that it only appears on kashyyyk, while putting in its place, other units)

I have included new vehicles, some of them, my own creation
Vehicles of my own creation.
Republic Light High Orbit Dropship (LHOD): This is a large unarmed ship, that deploys 2 IFT Tanks, 1 LAAT gunship, 1 RM-09 Shuttle, and 2 speeder bikes

Flyers
Gunships/Shuttles
LA-AT Gunship, LAAT ARC gunship, LA-AT (no ball turrets)
Sentinel Class Shuttle
MAF
Separatist Commando Transport
Imperial LAAT Gunship
Rebel RM-09 Shuttle
Republic RM-09 Shuttle
K-Wing
HMP Droid Gunship

Heavy Starfighters
Rebel Y-Wing
Republic ARC-170
TIE Defender
Bellabub 22 Starfighter

Starfighters
X-Wing
Headhunter
V-19 Torrent
TIE Interceptor
Vulture Droid Starfighter
TIE X-1
B-Wing

Interceptors
A-Wing
V-Wing
TIE/in  Starfighter
Jedi Starfighter
Trifighter

Command Walkers/Hoverers
AT-AT
MTT
AT-TE
Rebel AT-TE

Hovertanks
AAT
Cydon Prax Tank
HAG
GAT
Snail Tank
Hailfire TAnk
IFT-X
IFT-T
Basilisk War Droid (for Rebels)
AAC-1 HOvertank (for rebels)
Combat Speeder (now for imperials)

Walking Tanks
Spider Droid
Dwarf Spider Droid
AT-ST
AT-XT

Speeders
Speeder Bikes
Light Attack Speeder
STAP

@bamdur can you send the animations over to site instead of gametoast
@gogo12/ginev: can you send the maps you just made over here instead of gametast

Link 2 the old thread on gametoast. information is outdated.
http://gametoast.com/forums/viewtopic.php?f=1&t=25455&start=180


I will keep on contiuing to post updates here.
Title: Re: I'm back... with a mod work-in-progress.
Post by: Led on May 20, 2011, 06:33:57 PM
thanks j-dee, sounds great!

Title: Re: I'm back... with a mod work-in-progress.
Post by: jdee-barc on May 21, 2011, 08:00:24 AM
I almost forgot to mention
-New Animations
a new lightsaber move
a new pistol animation by darth duck, converted by me.
bamdur is making some new rifle and bazooka animations
Title: Re: I'm back... with a mod work-in-progress.
Post by: CommanderCody212 on May 23, 2011, 01:05:34 AM
Awesome, I'm looking forward to it even more!  :D
Title: Re: I'm back... with a mod work-in-progress.
Post by: Unit 33 on May 23, 2011, 11:10:27 AM
Sounding good, looking forward to this !
Title: Re: I'm back... with a mod work-in-progress.
Post by: jdee-barc on May 25, 2011, 04:32:21 PM
Here are the Units
4 default classes and 3-4 fifth units per side
Soldier Class (except Super Battle Droid): Blaster Carbine x500, Blaster Pistol, Thermal Detonator or EMP grenade x3, Ammo/Health Pack x1
Heavy Class
-Clone Heavy Trooper: Chaingun, Missile Launcher x6, Thermal Detonator x2, Remote Charge x2
Imperial Shocktrooper: Blaster Carbine x500, Multi-Rocket Launcher x24, Concussion Grenade x2, Time Bomb x2
Rebel Vanguard: A280 Blaster Rifle, Missile Launcher x6, Haywire Detonator (disables vehicles permanantly), Remote Charge x2
B1 Assault Droid: Missile Launcher x8, Blaster Pistol, Thermal Detonator x3, Landmine x1

Sniper Class: Sniper Rifle (fully automatic for most units), Blaster Pistol, Grenade of some sort x2, Recon Droid x1
Engineer: Shotgun or Blaster Carbine, Fusion Cutter, Mines/Time Bomb, H/A Dispenser

Special Classes
republic special units

Jet trooper: Arc Caster, DC-15s Blaster pistol, Wrist Rocket x3, EMP grenade x3
ARC Trooper (Commando unit): WESTAR M5 Blaster Rifle x500, Grenade Attachment x5, Sonic Detonator x3, Landmine x1
Clone Commander/Commander Cody: DC-15A Blaster Rifle x500, DC-17 Hand Blaster, PUlse Grenade x4, Orbital Strike
Clone Assassin Phase 1: Cortosis Blade Attack, Cortosis Blade Block (it can block everything except beam cannons (not lasers) and grenades) , EMP Grenade x4


Empire Special Units

Heavy trooper (instead of darktrooper): Vibrostaff, Dur-24 Wrist Blaster x210, Wrist Rocket x4, Time Bomb x2
Jumptrooper: Long range Mortar Launcher x6,  Q4 Repeating pistol, Haywire grenade x3, concussio nGrenade x1
Imperial Officer/EVO trooper: T21 Blaster, SE-14r Repeating Pistol x350, Thermal Detonator x3, Probe Droid x1
Storm Commando: RT-97c Heavy Blaster Rifle x500, EN-11 Neuro-Poison Carbine (hits soldiers, takes a few seconds to effect soldier, then, they spaz out and die), Grappling Hook, Remote Charges x10
Shadow Guard: Force Pike, Force Lightning, Pike Throw
Imperial Commander: SE-10x Target Blaster x500, Orbital Strike, H/A Dispenser x4, PArticle Disruptor Grenade (disintegrates enemies)
Stormtrooper Commander: RT-97c Heavy blaster Rifle, Q4 Repeating Pistol, H/A Packs x3, Orbital Strike


Rebels Special Units
Rebel SpecForce Marine (replaces wookiee, has jetpack): A280 Blaster Rifle, DH-17 blaster Pistol, Cluster grenade x21 (fired from the wrist, seven at once), time Bomb x1
Rebel Commando: A280 Blaster Rifle, X-45 Sniper Rifle x25,  Remote Charge x10, Haywire grenade x3
Wookiee (kashyyyk only): Wookiee Rocket Launcher x15, Bowcaster x315
Rebel Jedi: Lightsaber, Force Push, Force Pull
Rebel NightOps Jedi Commando: Lightsaber, Force Lightning, Force Push
Rebel Commander: A295 Blaster Rifle, DL-44 Blaster Pistol, Orbital Strike, H/A DIspenser x3


CIS Special Units
Droideka: Repeating Blasters, Shield
B2 RocketpackDroid: Wrist Blaster, Wrist Beam Cannon, Wrist Rocket x3
IG Tactical Droid: Flamethrower, Disguise Kit, Time Bomb x2, Orbital Strike
BX Commando Droid: E-5s Blaster Rifle x500, Vibrosword/block, Concussion Grenade x2, Recon Droid x2
Magnaguard: Bulldog Rifle x15, DT-57 Blaster Pistol x350, Radiation grenade x3, Landmine x1
Droid commander: SC Blaster Rifle x500, DT-57 Blaster Pistol x350, Concussion Grenade x3,Orbital Strike
Title: Re: I'm back... with a mod work-in-progress.
Post by: CommanderCody212 on May 27, 2011, 09:20:11 AM
Looks cool. I want to try out that Clone Assassin. No DC-15A for the Clone soldier class?  ???
Title: Re: I'm back... with a mod work-in-progress.
Post by: jdee-barc on May 27, 2011, 04:15:47 PM
Oh i was wrong. the clone trooper (regular soldier) has both the DC-15A Rifle and the DC-15 Carbine. the Dc-15a fires slower but kills in two hits. the carbine fires really fast and takes longer to kill.

UPDATE
i've had to remove the basilisk war droid and GAT tank and LHOD carrier due to collision problems.
Title: Re: I'm back... with a mod work-in-progress.
Post by: Unit 33 on May 29, 2011, 03:29:52 AM
That's just amazing... all of it.
I'm glad there's so much variance between the different specialist classes.
The new animations sound awesome too!
Title: Re: I'm back... with a mod work-in-progress.
Post by: jdee-barc on May 29, 2011, 05:56:23 AM
New Maps added.
Majin Revan's Kashyyyk: Shores

New Mos Eisley Locals (all equipped with a pistol of sorts, a fusion cutter, and varying types of grenades)
Rodians
Sullustans
Trandoshans
Duros
Jawas

New Kashyyyk Wave Mode. CW Era: 1 BX Commando Droid vs 500 Wookiees. GCW era: 1 Jedi Commando vs. 500 Stormtroopers.
New Mos Eisley: Duel Mode (note to sleepkiller, i didn't read about your deathmatch mode, buti hope this isn't what you planned out for your mod).
CW era: Clone Assassin vs. BX Commando Droid ( 1 on 1, each side has 10 lives)
GCW era: Jedi Knight vs. Darth Vader (1 on 1, each side regenerates, so only 1 life)
Title: Re: I'm back... with a mod work-in-progress.
Post by: TK 141 on May 31, 2011, 05:18:21 PM
Looking cool man, it's looking good.

I am wondering, how does that LHOD work? Is it like in the sky or something?
Title: Re: I'm back... with a mod work-in-progress.
Post by: jdee-barc on May 31, 2011, 05:47:40 PM
it's a gunship. you pilot it and the dispenser for the vehicle works like as if you were to drop a mine, an ammo pack, or a time bomb. it just drops out of the ship and onto the ground. I've changed it from a capital-ship-like thing to a gunship.
Title: Re: I'm back... with a mod work-in-progress.
Post by: TK 141 on June 01, 2011, 08:40:55 PM
That's really cool. Can it be shot down?
Title: Re: I'm back... with a mod work-in-progress.
Post by: jdee-barc on June 02, 2011, 12:35:52 PM
yes, but it would take a considerable amount of time for it to be destroyed (it's health is almost as much as an AT-AT, 20,000)
Title: Re: I'm back... with a mod work-in-progress.
Post by: Unit 33 on June 04, 2011, 06:12:41 AM
Soooo does that particular ship now work? Or are you still having collision issues with it?
Title: Re: I'm back... with a mod work-in-progress.
Post by: jdee-barc on June 04, 2011, 07:10:59 AM
It works  because i replaced the model with one that works.



Screenshots of stormtrooper skins (in order: remapped stormtrooper, jumptrooper, remapped 212th trooper, default skin, default shocktrooper)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1097.photobucket.com%2Falbums%2Fg357%2Fjdee-barc%2Fstorm.jpg&hash=c55230578f0e92bba0665aacf9e0db5061a26905)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1097.photobucket.com%2Falbums%2Fg357%2Fjdee-barc%2Fjumptrooper.jpg&hash=9074f8b2de8bfd92fd66661333798fe35dd12b36)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1097.photobucket.com%2Falbums%2Fg357%2Fjdee-barc%2Fremapped-1.jpg&hash=d82413564371c4586616069b4ac65a53950ea316)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1097.photobucket.com%2Falbums%2Fg357%2Fjdee-barc%2Fold.jpg&hash=30818e05152cf51e5e9da160fdfacb9c4afab149)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1097.photobucket.com%2Falbums%2Fg357%2Fjdee-barc%2Fskin.jpg&hash=5818a0a35a99afe4eb92633a8ba80c642fc1e1aa)


Screenshots of a headhunter on a test map (there are flamestreaks because the vehicle got damaged by a rocket)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1097.photobucket.com%2Falbums%2Fg357%2Fjdee-barc%2Fz95.jpg&hash=2aee580f6780721add04a4d988d49a77a19d9206)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1097.photobucket.com%2Falbums%2Fg357%2Fjdee-barc%2Fz952.jpg&hash=21428ab0de548ee1c97a5378c9a329e3cc1cba09)

a screenshot of the first test run of the era mod (the first test)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1097.photobucket.com%2Falbums%2Fg357%2Fjdee-barc%2Fnew_era_mod.jpg&hash=4fe8261c0ffb453571da2708003563d35f765ddd)

Update
IGF sides. Credits to Ty294 for releasing the assets to them.
IGF Stormtrooper: DH-14 Blaster Rifle x500, Q4 repeating Pistol, Disruptor Grenade x3, H/A pack x1
IGF Vanguard: EF-11 Flak Cannon x50, Q4 Repeating Pistol, Disruptor Grenade x3, Time Bomb x1
IGF Pilot: DH-17 Blaster Rifle x500, Charged mode, Fusion Cutter, Disruptor Grenade x3
IGF Assassin: DC-15x Sniper Rifle x216, Q4 Repeating Pistol, Disruptor Grenade x6, Grappling Hook
IGF Commander: SE10x Target Pistol x500, Orbital Strike, DIsruptor Grenade x4, H/A Dispenser x2

Rebel Sides for IGF
Rebel Assault Trooper (replaces soldier): DH-17 Blaster Rifle x500, Charged MOde, Disruptor Grenade x4
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: CommanderCody212 on June 04, 2011, 08:27:54 AM
They look cool. Are the Storm Troopers always black for default?
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 04, 2011, 09:26:26 AM
Yep

The Stormtrooper models have been given a different layout
Stormtrooper: edited high-rez model by kinetosimpetus
shocktrooper: remapped by darthduck
scout: navy commando
pilot: (model by AQT, atat model unchanged, atst pilot now uses a different model)

ditto, clones
clone trooper: regular model
clone heavy trooper: (backpack)
clone engineer: arc antenna addon
clone sniper: ARF scout (arf, not arc)
jet trooper: jetpack and gogs.


EDIT

this mod is almost ready for release (just need to test some things)
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: SleepKiller on June 04, 2011, 01:31:29 PM
Do you have custom Planet Models in place for the campaign? I.e Mustafar? (If you've even redid them which you said you were doing)
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 04, 2011, 02:00:12 PM
No, unfortunately for me, campaign editing did not work, no matter what i did. That has to be done through a new shell.lvl it seems.
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: SleepKiller on June 04, 2011, 03:00:22 PM
 :ohmy: What did not work? Models missing? Campaigns failing to advance to the next mission?
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 04, 2011, 03:18:57 PM
none of those. no crashes whatsoever. it just never even showed up and stayed as the default. I tried to make it work for 2 months  before giving up. I'll try again after the first version is released.
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: SleepKiller on June 04, 2011, 07:03:56 PM
Ah. I think I can help you with that download this http://www.mediafire.com/?1mi1r26fudj8tlx (http://www.mediafire.com/?1mi1r26fudj8tlx) and put it in your BFBuilder directory and then read the readme.
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 05, 2011, 08:37:37 AM
 :o can't thank you enough, who made that?
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: TK 141 on June 05, 2011, 12:34:36 PM
I don't mean to bug but, when do you think you will be done with this?
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: Unit 33 on June 05, 2011, 01:29:21 PM
Quote from: TK 141 on June 05, 2011, 12:34:36 PM
I don't mean to bug but, when do you think you will be done with this?
lol be patient, by the looks of things it'll be out within a few weeks or so.
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: SleepKiller on June 05, 2011, 04:05:23 PM
Quote from: jdee-barc on June 05, 2011, 08:37:37 AM
:o can't thank you enough, who made that?
I made it :)
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 05, 2011, 05:53:12 PM
@sleepkiller: Thank you. But i want to be able to test the full abilities of it so I'll put it in an update after the first release

@TK141: Let's say by no later than June 23rd (last day of school for my school)
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: CommanderCody212 on June 06, 2011, 11:09:24 AM
Awesome can't wait for the 23rd!!! :moo:
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: TK 141 on June 06, 2011, 03:34:12 PM
Quote from: jdee-barc on June 05, 2011, 05:53:12 PM
@sleepkiller: Thank you. But i want to be able to test the full abilities of it so I'll put it in an update after the first release

@TK141: Let's say by no later than June 23rd (last day of school for my school)

Ok cool. My friends and I have been wondering when it was going to come out.

Thank you for a release date.
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 07, 2011, 05:06:07 PM
Update: I gave Geonosis a new layout.

The Story: a squad of about 350 Separatist Commandos invaded and captured a Spire that had been onverted into a Republic Base. The Clones, sizing up to about 500, were slowly being defeated and fled to the outskirts from the Spire, in a rocky field, where they setup a mobile base in the vincinity of a techno-union ship, called down reinforcements, and then triggered their impromptu spire self-destruct mechanism, a chemical bomb. The bomb killed all but 50 of the commandos while leaving the spire intact, and the clones planned to retake the spire. A Techno-union ship landed a short distance from the spire, and from that ship, droids, geonosians, and vehicles were deployed.

The Map:
Its a bit like the stock geonosis, except that there is the spire's entrances have been blocked and there is no cp in the spire.There is a set up of stone designs blocking the Republic from the invading CIS forces. These canbe destroyed, but it takes much too long to do, so the only easy solution is by flying over the shield and firing down on the clones, or taking a detour through a pathway leading to the base. as the CIS, you have Droids and Geonosians as local units, so they can provide backup.

Reinforcements:
CIS: 50
Playable Unit:
Separatist Commando: SC Blaster Rifle, Cortosis Vibroblade/block, Pulse Grenade x3
Republic: 200
Local Droids and Geonosians: 150

Vehicles
CIS: MAF Shuttle, AAT, Snail Tank, Droid Gunship
Republic: AT-TE (1), IFT-X (1), ARC-170 Starfighter (1), Republic Troop Transport/RM09 (1), Speeder Bikes
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 10, 2011, 07:11:19 PM
Update 1
This map didn't work the way i want it to, but its still a fun map (no local arc commandos, so i'm going back to geonosians :( )

Update 2

New Modes instead of Hunt and Duel and Wave: Player vs Bot (i know Fasty made a BF2 mod of the same name, but its different)

How it works
Its You as a hero from the list below
IG-88 (DLT-20A Blaster Rifle x500, Electrostaff, Haywire Grenade x3, Grappling Hook)
OOM-9 (SC Blaster Rifle x0, Orbital Strike, H/A Pack x1, Thermal detonator x3
Commander Cody: DC-15A Blaster Rifle, DC-17 Hand Blaster, thermal Detonator x3, Orbital Strike
Starkiller/Galen Marek: Lightsaber, Force Lightning, Force Pull
Obi-Wan, Mace Windu: Lightsaber, Force Push, Force Pull
Han Solo: DL-44 Blaster Pistol, X-45 Sniper Rifle x20, Stormtrooper Disguise, Remote Charge Dispenser x10
a Shadow guard: same weapons as Starkiller.
and Boba Fett: EE-3 Blaster Carbine x500, Dur-24 Wrist Blaster x180, Wrist Flamethrower, Wrist Rocket x4



You have to defend your own CPs and kill all the preset enemies. I just need to get it so you are forced onto the specific side

Available on
Geonosis: Mace Windu vs. 201 Enemies. 200 Geonosians, 1 Count Dooku, and one oom command battle droid (the only unit that can capture CPs, the hero unit).

Mos Eisley: Boba Fett  vs. 1 Royal Guard and 10 Stormtroopers, with 5 Rebel Units as the local side, assisting you. CW era Commander Cody  vs. Boba Fett and 10 B1 Droids. 5 Clone heavy Troopers assisting you.

Kashyyyk Islands: Galen Marek vs. Darth Vader and 10 Royal Guards.
Kashyyyk Docks:  Shadow Guard vs 350 Wookiee Beserkers (Vibroblades, thermal Detonator x5).  250 Units of the Imperial 501st to assist you.

Space Kashyyyk (gogo12's Renagade Squadron): Obi-Wan vs. IG-88, Darth Sidious, Boba fett, and 10 Stormtroopers.

Gogo12's Behind Enemy Lines: Mace Windu vs Magnaguard and Boba-Fett

Mustafar: Obi-Wan vs 50 stormtroopers.

Cloud City: IG-88 vs. 150 Stormtroopers

Rhen var Citadel: CW era: Darth Sidious vs. 50 Wampas. GCW era: Boba fett vs. 100 Wampas.

Chainisle: Han Solo vs. Geonsians (150)
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: Unit 33 on June 11, 2011, 04:46:32 AM
Sounds epic to me ! Especially Solo vs Empire :D
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 11, 2011, 11:26:50 AM
This clears up the clutter in addme script so instead of 45 missions, there are now 23.

Approximate release date: June 20th.  :cheer:
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: Bamdur on June 11, 2011, 01:46:02 PM
ihave no idea if this will work, but is worth a try

side = 1,
side = 2,

where 1 = attacking
2 = defending

place in addme or mission?
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 11, 2011, 03:15:14 PM
thanks. I'll try that.

Phase 1 Trooper Skins have been uploaded as of the time of this post and are awaiting approval. When it is approved, i'll give the link.


EDIT: check the post about the geonosis map for an update.
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: CommanderCody212 on June 12, 2011, 02:04:55 PM
Awesome!!! So can't wait for the mod!
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 13, 2011, 03:03:41 PM
Here is the clone skinpack

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=350
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: TK 141 on June 13, 2011, 04:30:20 PM
Good, now my friends and I will be using this instead of Main Play mod.
We have been looking forward to this mod, and were happy to see it coming out soon.
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 13, 2011, 05:17:50 PM
Note for mac users. I will make a mac installer for it as well
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: Bamdur on June 13, 2011, 06:41:58 PM
ill be working on the animations tommorow, did the side=1 thing work?
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: Unit 33 on June 14, 2011, 06:41:56 AM
I'll just say that gogo12's "Behind Enemy Lines" does not work on the Mac OS for unknown reasons... so just watch out for that.
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 14, 2011, 05:34:22 PM
I tested that and it proves true. In that case I'll release a separate mac-only version that does not include that map.

EDIT
@bamdur. thanks for updating me about the animations and i haven't tested tested the side thing yet.

UPDATE
I have given Kashyyyk Docks a touch-up, not a complete remake of it, but a rather large upgrade to it.

The inspiration
In history class today, we had a substitute who put on "Saving Private Ryan". I saw the scene where they storm the beach in a huge battle, and was inspired to make kashyyyk Docks more like that.

Its Republic and Wookiees vs CIS and Wookiees vs Empire
The Wookiees have mine traps set up all over their command posts , deathtrap pits carved into the ground under the water, and a good number of turrets this makes more explosions, noise, and chaos. The water level has been raised slightly, to the point that you cannot cross it and shoot at the same time.

So now, the CIS and EMpire have the following vehicles.

CIS
Waterskiff (3), AAT (1), Droid Gunship (1) STAP (3)

Empire
Waterskiff (3) 2M Repulsortank (1) Imperial Shuttle (1), Speeder bike (3, plus the Imperial Shuttle carries 15 onboard and can drop them)

If you play as the CIS or empire, you cross the water and almost immediatley your skiff starts getting fired on, or you get injured/killed. If you are in a flyer, its hard flying low and not getting shot down, so the best way is to fly high. The turrets are incredibly powerful, consisting of machine gun turrets (can take out a crowd in about 30 seconds) , incendiary mortar turrets (can eliminate a crowd with the explosion alone, and homing missile turrets (flyers have to worry the most about these as they fire five missiles at a time, and fast)  Right now, i'm working on making certain props and buildings destructable, with explosions.

The Wookiee Side
Wookiee Mechanic: Rapid Firing Bowcaster x500, Fusion Cutter
Wookiee Rocketeer: Wookiee Rocket Launcher x15 (fires the same shots as the rocket turret), Bowcaster, Thermal Detonator, Melee Attack
Wookiee Warrior: Bowcaster, Ryyk Blade

Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 17, 2011, 08:01:02 PM
Right now I'm working on the following
Rocket Launchers that autoaim like the gunship's rockets
auto-firing and auto-aiming turrets (like in BF2)
Mine Traps
Vehicles with automated weapons systems (like the MAF Shuttle's top turret, i'm trying to make that automated)
Improving lighting, spawn paths, bot routes, and hintnodes in maps
Stormtrooper Legions.
I'm trying my first attempt at modeling



Clones and Stormtroopers are animated slightly differently. The regular rifle walking animation was very unrealistic as it cause the stormtrooper and clone models to bend unnaturally to the left. To prevent this, i added to the odf, odf commands that give it the ig88 skeleton that was never used in the game. It makes the walking and rifle animation more realistic.


Here is an video showcasing a new saber animation ported from BF2

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fvideo.xfire.com%2F446479-4.jpg&hash=455fb259f010c9f4885136f7d495ec5b8e8713d1) (http://www.xfire.com/video/446479/)
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: Unit 33 on June 18, 2011, 02:21:47 AM
Despite the subtlety of the animation additions, they really help improve the game... amazing work!
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 18, 2011, 08:14:01 AM
Small Note: I'm back on gametoast after solving the "login issue"
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: TK 141 on June 22, 2011, 12:29:25 AM
Are you still going to post here sir?
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 22, 2011, 02:22:41 PM
yep. But now I'll also be back on GT. But since no one's really paying attention to it on GT, I'll do most of the posting here.
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: Unit 33 on June 22, 2011, 11:49:09 PM
Yeah GT's a bit slow to respond when it comes to SWBF1 good luck in finishing the mod! (break a leg or whatever)
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 23, 2011, 03:28:55 PM
Naboo Plains is now being replaced by Majin Revan's Naboo Encounter v3x. Mainly because I simply don't like Naboo Plains and it lags too much.

2 More days till release.
release to filefront and the swbfgamers download page
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: Led on June 23, 2011, 07:18:56 PM
Nice.  If it is too big for the SWBFgamers default system, I can give you an FTP account.
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 23, 2011, 07:29:10 PM
I'm guessing that 1.4 GB of mod could be compressed into around 600-800 MB. Is 600-800 too big?
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: Led on June 23, 2011, 07:46:38 PM
Quote from: jdee-barc on June 23, 2011, 07:29:10 PM
I'm guessing that 1.4 GB of mod could be compressed into around 600-800 MB. Is 600-800 too big?

mmm, not sure
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 24, 2011, 10:08:14 AM
I've created a dropbox account so I'll upload it there tommorow tonight and just post a link in the downloads page and GT, and upload to swbffiles as well.
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: CommanderCody212 on June 25, 2011, 11:34:01 AM
Can't wait for this to come out today!  :moo:

What maps is the 212th for both the Republic and Empire on?
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 26, 2011, 12:59:23 AM
You'll find out when you see this... because BF1.5 has been released

Read the readme before playing or installing, and have fun

http://dl.dropbox.com/u/33403316/Battlefront_1.5_installer.zip
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: Unit 33 on June 26, 2011, 02:24:17 AM
Brilliant! Oh wait yeah, I'll wait for the files for manual install
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: TK 141 on June 27, 2011, 02:44:13 PM
Thank you for the mod. It is awesome, I love playing as Cody and the JumpTrooper.

But how can I set up for online play so my friends and I can play it?
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: Bamdur on June 27, 2011, 08:02:15 PM
If your friends have the mod, it should work just like normal online play
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: jdee-barc on June 27, 2011, 08:08:12 PM
taken from release topic in released mods sectino


Quote from: jdee-barc on June 27, 2011, 07:41:24 PM
All maps work techincally but there are a few maps that should not be played in multiplayer The maps that should not be played in multiplayer are the following (because they are hero-mode maps. one hero unit (you vs. waves of enemies)

Maps that should not be played in multiplayer.
Mos Eisley in modded era (labeled Mos Eisley: hero assault, because it's one player vs. a ton of bots)
Space Kashyyyk (gog12's map. the way i have it set up, there is a ton of bugs
Hoth in modded era: too many bugs
Rhen Var Citadel: its a duel era. Starkiller vs. Darth Vader. Meant for single player

Modded era maps have the symbole [MOD] before or after the title.
Stock eras on stock maps work in multiplayer. i just gave the stock sides a visual patch as well which retains multiplayer compatibility

that should answer your questions about multiplayer
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: TK 141 on June 27, 2011, 10:02:46 PM
But I don't see [MOD]. So how can I play multiplayer with [MOD]?

Yes it works in single player, just not multiplayer.
Title: Re: I'm back... with a mod work-in-progress. (Battlefront 1.5)
Post by: Led on June 28, 2011, 06:19:02 AM
Jdee:  I will lock this topic since we have one in released mods now--let  me know if you want it unlocked.

release topic is at
http://www.swbfgamers.com/index.php?topic=3759.msg39315;topicseen#new


Thanks,
Buckler
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